Cores¶
Temporary run upgrades, their effects and rank scaling. Select an item for complete rules, source formulas and interactions.
Stack type describes acquired-rank scaling. It does not imply independent active-effect stacking; fixed channels and proc restrictions still apply.
Acquisition and eligibility · Proc rules
| Description | ||
|---|---|---|
| Adds 8% base ability damage per rank. Support healing and fixed shield grants do not scale with ability damage; weapon damage has a separate channel. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Adds 8% of base gun damage per rank to the additive base-damage bucket. It does not increase fixed shield or healing grants. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Sequential normal-active recharge rate is 1 + 0.08 × log2(1 + rank). Ultimate charge and melee remain separate. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Fire-rate multiplier is 1 + 0.04 × log2(1 + rank). Semiautomatic weapons still require individual accepted presses. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Adds 15 maximum HP per rank. Installation preserves missing HP, so it is not a free full heal and cannot revive a downed player. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Adds 10% of base magazine capacity per rank, with total capacity rounded up. Added capacity starts empty; it does not refill existing ammunition. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Reload rate is 1 + 0.10 × log2(1 + rank). Actual reload time is authored duration divided by rate, rather than a flat percentage subtraction from seconds. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Adds 10 maximum normal shield per rank. HP is unchanged; installation preserves missing shield. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Walk/sprint multiplier is 1 + 0.05 × log2(1 + rank). Dash/Slipstream burst speed is separate. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Each accepted weapon trigger/target adds 15% + 5% × (rank − 1) of direct damage as bleed over 3 seconds. Pellets are aggregated per target/trigger. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Adds 10% × log2(1 + rank) conditional direct gun damage inside the 8-metre rule. Ability/secondary damage does not receive this direct-gun conditional bonus. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Normal casts prime 8% × log2(1 + rank) damage on the next damaging normal cast within 6 seconds. One stored bonus; ultimate excluded. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Eligible kills refund 3% + 1% × (rank − 1) of authored base cooldown, with a 0.5-second interval. Refunds shift sequential missing-charge queues and are not banked while full. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Heals 3 + (rank − 1) HP per eligible kill, with a 0.4-second trigger interval; adds 2 maximum HP per rank. Cannot revive. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| The multiplier is 1.20 × 1.05^(rank − 1), with exponential/finite representation guards in the runtime. Applied once to the entire last shell; shotgun pellets do not repeatedly multiply one another. | ExponentialDamage multiplier grows by 1.05× per additional rank | |
| Adds 12% × log2(1 + rank) conditional direct gun damage beyond 18 metres. Weapon falloff still applies, so the condition does not remove long-range falloff. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Adds 0.15 + 0.05 × (rank − 1) reload rate for 2 + 0.25 × log2(rank) seconds, with a 5-second trigger interval. Refreshes one switching source; alternating weapons does not accumulate independent buffs. | MixedLinear rate; logarithmic duration | |
| Spread/recoil remainder is 0.90^rank, with a positive representation floor. Recovery rate is 1 + 0.05 × log2(1 + rank). | MixedExponential spread/recoil decay; logarithmic recovery | |
| Grants 5 + 3 × (rank − 1) shield, with a 3-second trigger interval. Overflow lasts 3 seconds; higher ranks add 3 × (rank − 1) overflow capacity. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Revive rate is 1 + 0.15 × log2(1 + rank). Requires teammates and a living nearby rescuer with line of sight; it does not bypass interaction validity. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Recharge delay is baseline divided by [1 + 0.10 × log2(1 + rank)]. This modifies the delay before normal recharge, not an overflow regeneration rate. | LogarithmicRecharge delay divisor grows logarithmically | |
| After 2 uninterrupted sprint seconds, grants 4 × log2(1 + rank) shield; overflow lasts 2 seconds. Trigger interval is 6 seconds. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Each step adds 2% × log2(1 + rank) direct gun damage, up to five steps. A miss, target change or 2-second gap resets the chain. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Adds 0.15 to the weakpoint multiplier per rank. It does not turn body hits into precision hits. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Requires an extra-jump passive. Accepted extra jumps grant 10 × log2(1 + rank) shield; overflow lasts 2 seconds. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Requires a movement ability. Grants 12 × log2(1 + rank) shield after completion, with 2-second overflow and a 5-second interval. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Adds 12% × log2(1 + rank) conditional direct gun damage against elite/boss targets. Their shared resistance and stage toughness still apply. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Grant is 10% maximum HP plus 3% × (rank − 1) × maximum normal shield. The same bonus adds overflow capacity; overflow lasts 3 seconds and the trigger interval is 4 seconds. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Intensity is 0.20 + 0.05 × (rank − 1), with up to two other targets per activation at 20% applied-health damage. Radius is 10 + 0.75 × log2(rank) metres. | MixedLinear intensity; logarithmic radius | |
| Requires a status ability. Adds 15% × log2(1 + rank) authored slow/mark duration. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Requires a movement ability. Leaves one trail per owner with 2-metre radius, 25% authored slow, and duration 2 + 0.4 × log2(rank) seconds. | MixedFixed slow strength; logarithmic duration | |
| Damage is 50% + 15% × (rank − 1) of applied killing-hit health damage, within 3 + 0.30 × log2(rank) metres. Overkill is excluded, solid cover blocks, and secondary kills cannot recursively trigger the blast. | MixedLinear damage; logarithmic radius | |
| Requires teammates. You and the revived ally receive 8 × log2(1 + rank) normal shield, with an 8-second interval. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Requires an owned mark ability. Adds 12% × log2(1 + rank) direct gun damage against marked targets. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Adds rank additional distinct targets, each at 50% + 10% × (rank − 1) of original direct-hit damage. Damage does not compound along the chain. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Ranks are keyed by both core ID and chosen ability ID. Each rank adds one charge; new capacity is supplied once. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Intensity is 0.25 + 0.10 × (rank − 1), with two shards per activation at 20% applied-health damage and seek range 18 + log2(rank) metres. Whole activations are guaranteed and only the fractional remainder is rolled. | MixedLinear intensity; logarithmic range | |
| Requires Bleed Rounds (internal SerratedPayload). Releases 50% × rank of remaining owned bleed, bounded by [1 + 0.50 × (rank − 1)] times applied killing-hit damage, in 3 + 0.30 × log2(rank) metres. | MixedLinear damage budgets; logarithmic radius | |
| Two distinct Q/F/C actives within 5 seconds grant 0.15 × log2(1 + rank) fire/reload rate and 15% × rank ability damage for 4 + 0.50 × log2(rank) seconds. One refreshed buff, with a 12-second interval; ultimate excluded. | MixedLogarithmic rates; linear damage; logarithmic duration | |
| Intensity is 0.20 × rank; each echo deals 35% original output after 0.3 seconds. Supported effects are Nova, Arc Lance, Shard Grenade, Repulsor Burst and Arc Anchor. | LinearLinear or base-plus-increment scaling; fixed channels stay fixed | |
| Surviving damage crossing below 25% maximum HP grants 30 × log2(1 + rank) shield for 4 seconds, with a 30-second interval. Lethal damage remains lethal; this is not a cheat-death effect. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Two different direct gun kills within 4 seconds grant 12% × log2(1 + rank) movement for 4 seconds. Refreshes one source; secondary damage is not a direct gun kill. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Requires a damaging normal ability. Every third genuine damaging normal cast emits a 4-metre burst for 25 × log2(1 + rank) ability damage, with a 5-second trigger interval. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Move at least 3 m/s for 3 seconds to gain 12% × log2(1 + rank) normal recharge rate. The effect stops after 0.5 seconds below threshold. | LogarithmicLogarithmic growth of the rank-dependent channel | |
| Requires a support ability. Grants living allies within 5 metres and line of sight 12 × log2(1 + rank) shield, with 3-second overflow and an 8-second interval. | LogarithmicLogarithmic growth of the rank-dependent channel |
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Weapons¶
- Attack Damage Core — Common
- Reload Shield — Uncommon
- Weakpoint Lens — Uncommon
- Last Round — Uncommon
- Recoil Core — Uncommon
- Quick Swap — Uncommon
- Splinter Rounds — Rare
- Chain Rounds — Rare
- Kill Blast — Rare
- Piercing Rounds — Rare
- Cast Overdrive — Legendary
- Bleed Burst — Legendary
- Close-Range Rounds — Uncommon
- Longshot Lens — Uncommon
- Steady Trigger — Uncommon
- Marked Rounds — Rare
- Breaker Rounds — Rare
- Reload Core — Common
- Hunter's Rhythm — Legendary
- Magazine Core — Common
- Fire Rate Core — Common
- Bleed Rounds — Uncommon
Abilities¶
- Kill Recharge — Uncommon
- Spare Charge — Rare
- Ability Damage Core — Common
- Cast Shield — Rare
- Kill Blast — Rare
- Cast Overdrive — Legendary
- Echo Cast — Legendary
- Field Battery — Uncommon
- Dash Wake — Rare
- Control Relay — Rare
- Marked Rounds — Rare
- Pulse Engine — Legendary
- Cooldown Core — Common
Survival¶
- Kill Siphon — Uncommon
- Reload Shield — Uncommon
- Cast Shield — Rare
- Health Core — Common
- Shield Recovery — Uncommon
- Rescue Link — Uncommon
- Sprint Shield — Uncommon
- Air Reserve — Rare
- Backstep Guard — Rare
- Linked Recovery — Rare
- Emergency Shell — Legendary
- Shared Shelter — Legendary
- Shield Core — Common
Utility¶
- Kill Recharge — Uncommon
- Recoil Core — Uncommon
- Quick Swap — Uncommon
- Spare Charge — Rare
- Field Battery — Uncommon
- Rescue Link — Uncommon
- Control Relay — Rare
- Linked Recovery — Rare
- Reload Core — Common
- Emergency Shell — Legendary
- Run Circuit — Legendary
- Pulse Engine — Legendary
- Shared Shelter — Legendary
- Cooldown Core — Common
Mobility¶
- Sprint Shield — Uncommon
- Air Reserve — Rare
- Dash Wake — Rare
- Backstep Guard — Rare
- Run Circuit — Legendary
- Hunter's Rhythm — Legendary
- Speed Core — Common
Common¶
- Attack Damage Core
- Ability Damage Core
- Health Core
- Reload Core
- Shield Core
- Magazine Core
- Speed Core
- Cooldown Core
- Fire Rate Core
Uncommon¶
- Kill Siphon
- Reload Shield
- Weakpoint Lens
- Kill Recharge
- Last Round
- Recoil Core
- Quick Swap
- Close-Range Rounds
- Longshot Lens
- Steady Trigger
- Field Battery
- Shield Recovery
- Rescue Link
- Sprint Shield
- Bleed Rounds
Rare¶
- Splinter Rounds
- Spare Charge
- Chain Rounds
- Cast Shield
- Kill Blast
- Piercing Rounds
- Air Reserve
- Dash Wake
- Control Relay
- Marked Rounds
- Breaker Rounds
- Backstep Guard
- Linked Recovery